Multiplayer Non-combat and Town Systems

Stratics Veteran

I wanted to toss out a few random ideas for little non-combat or town systems community intended to reward people for working together.

Have playhouses trigger a scripted play if there are a sufficient number of player characters sitting in them.

cooperative harvesting sites: like a champ spawn for harvesters - instead of miners/lumberjacks/fishermen harvesting out an area faster, have zones which replenish and escalate in value if there are multiple harvesters present (with some token creatures to dodge to deter scripting).

messenger quests: the quest names a random player character logged in. If you find them, you complete the quest (and both finder and found character get a reward). BOD-like timer.

quest-spawns: treat quest-givers across a city like a champ spawns - offer a variety of quests and when a quest is completed, it despawns ... if enough quests are completed in a span of time, new tiers of quest-givers will spawn until the ultimate quest appears.

Rare-spawning NPCs (eg: merchants with a small collection of unusual wares) that pop up only if there is a critical mass of people in a town.

Celebration gold sinks (for X million gold, spawns temporary decorations and criers/revelers around the town along; buyer gets a commemorative plate inscribed with their name, the date and the occasion)

Music tracks that spawn only if enough different bards play in an area.

Murder mystery events! A little logic-puzzle game of clue spawns - everyone in town gets a quest item with a clue dropped in their pack (more people = more complexity of the puzzle, forensics skills might give you multiple clues). Trade clues with other players in town and each person can make one guess about the location/weapon/motive/murder (clues vanish if you leave town).

Temporary community collections: mini collection spawns in guild halls where points are accumulated like damage to a boss, determining "looting rights" when the collection is completed.

I like your thinking..... I've always felt that the game needs more incentive for folk to work together....

Community needs to be encouraged...

I have been sadly discouraged by the chain of events of late that have folk working only for reward..... more of a solo style.... there are few things that are rewarding for groups anymore....

I'd like to see rewards geared to guilds and to communities... I recall a few events in the past like the fortification of Brit where folk as a community had to gather lumber and ore.... I'd like to see more things of this nature....

The destruction of Magincia showed us the greed of players.... I'd like to see rewards set for more virtuous acts... instead of encouraging selfishness and greed.....

Things that benefit the entire shard even.... rather than just one person..... The community collections are a nice start..... but I'd like to see that taken to higher levels..... Things where the individuals donating get rewarded but the community benefits more.... where if by donating x number of items the community is rewarded with a festival or something.... Or if X number of items are brought in/collected/received then for 2 days something special will spawn..... like the purple bunnies..... but different.... Or something neat could happen like for one hour you can work skills like the blackrock area if you all work together to turn in X amount of blackrock....... and then all of NewHaven becomes blackrock infected for one day and each person working a skill there in the old part of the city gets the blackrock boost for one hour....

Stratics Veteran

I still see individual actions as still the core the game (I'm a very soloish myself) ... but I look at systems like invasions and champ spawns and see opportunities where even people working alone can become swept up into the community.

I like it when the game breaks the ice for me rather than forcing me to make friends first and play second.

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